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A jam submission

AmalgabladeView game page

A chill strategic autobattler.
Submitted by Quinten, Yutami (@ArtbyYutami), verysmol, HoneyBones — 42 minutes, 27 seconds before the deadline
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Amalgablade's itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/e/2PACX-1vS1z0DU0YiQIjo7IPyDd3Hdb0KbbtYOsl-NYLJ7YjbrQr1OIeb1-s8als9YTfhp196wabg3Fvyei0s4/pub

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
This is a strategic autobattler where you build an army of blades to fight other blades. You can combo hilts, blades and effects from any of the blades with any other of the blades.

Please explain how your game fits the theme:
You are a sentient sword, you assemble an army of fellow sentient swords to fight.

Is there anything you'd like the judges to pay particular attention to?
The combo system ( there's 14000 possible party combo's )

The dynamic autosaving, you keep your stuff when refreshing.

This game was made without the use of a game engine, so just basic web stuff.

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Comments

Viewing comments 42 to 23 of 42 · Next page · Last page
Submitted(+2)

Really cool game with great execution ! I like the music, the gameplay was fun, my two cents on this would be on the UX level, I think it would have been nicer to start a battle right after selecting a quest !

Keep up the good work !

Developer(+1)

Thankyou so much for playing!

Developer

Thanks for playing, the Quest => Battle has been suggested quite a few times and we have since updated the game so its working like that :D

Kinda what happens when you have multiple devs working on separate systems under pressure. :P

Submitted(+1)

I love how fun it is to get new weapons. Only thing i wish is the game would get harder over time, but it was just the same enemies that my 4 special katanas minced in 2 turns haha. Loved it, great work.

Developer

Thankyou for playing and providing feedback! We will try and find a good balance for progression!

Submitted(+1)

Awesome game! I really appreciate amazing pixel art in games, and this one nailed it. I loved the customization system for the swords and love the variety, although the gameplay turned a little repetitive since the difficulty didn't scale as much. I managed to max out my swords pretty quickly and the replayability wasn't giving me that much of a reward since I had already collected all of the swords. Still, I'm sure the future updates for the game will turn this into an amazing roguelike with tons of different swords and new effects that will entretain us for hours on end!

Developer

Thankyou so much for playing!

Submitted (1 edit) (+1)

An isekai sword autobattler, wild lol. And no engine? This game is full of surprises! It's a  really beautiful game, and the sword building feels really good. It's easy to feel powerful very quickly, and collecting parts feels really addicting. My only criticism would be that some of the sound effects were out of sync for me? A very minor critique, truly. Great game!

Developer

Thankyou so much for playing! We will look into the audio! 

Submitted(+1)

There are so many swords! And I like the designs. Collecting them was pretty fun. I’m not sure if the battles are supposed to get challenging at some point, lol, it kept just putting me up against one weak-ass sword even when I had 5 good ones. Cool concept!

Developer

Thankyou for playing! We did not yet get to balancing properly as we ran out of time during the jam but hopefully after the jam we can do something!

Submitted(+1)

This game is great. I was addicted and obsessed with getting a full bagette sword. I did not succeed because I need to move on to play some other game jam games, but I think you got an hour of my life with this game, which is crazy for a gamejam game.

This game has a lot of potential. I think there could be improvements:

Giving the player the ability to access the stats of each sword and give a better explanation of what the powers do. The only way I figured out to get any understanding of the stats was to check when selling items in the shop.

There is also a few timing issues. Sometimes swords would die before the attack animation, other times there would be a delay in them dying.

The attack and damage animations could be juiced more.

I found the smith screen and the army screen too similar and sometimes mixed up what screen I was on.

I also would love to see where the story goes.

Still this is my favorite game I've played this game jam by far. Good luck!

Developer

Thankyou so much for playing the game! An hour is amazing! I think I have spent a little over that myself, I find it really fun to build up a collection. I hope you got to build a nice army! What was your favorite sword?

It would indeed be great to have stats more clear and more of a balance to the animations in the game, we will try to see what we can do after the jam voting period is over! Thanks again for playing!

Submitted(+1)

I think the big chonky obsidian sword was my favourite, with it's attack finishing off 2 opponent swords at once. But I think the strongest sword I got was the katana with the enchanted handle and I don't remember what effect it had.

I told my game jam team about your game and one of my colleagues messaged me shortly after telling me he got a full enchant baguette!

Developer

Ahh the almighty enchanted baguette! yess the katana is one of the only blades that has its own animation effect (for now... ) I really liked the obsidian sword too I hope to make more chonky blades like it!

Submitted(+2)

I really like the idea, but there were many things were bothered me, especially because I see potential in the game.

1. Feedback isn't good, sometimes all my sword dies at once by other sword, I have no idea why, a lot of time random text appears "swiftly, clumsy , idk anymore..." but I have no idea what they do , and how I can build my sword around those mechanics (expect maybe use good keywords don't use bad,diminish the strategy aspect). Many times animations don't correlate very well, swords disappear before animation finishes, it feels confusing.

2. The actions you need to do to get from quests to battle are uneccessary, why you can't simply go to direct battle, but you have to select quest (within papers without images, which is different problem...) and then press battle. It would be much better if you could directly go to the quest.

3. Game is lacking strategy element. In your GDD you mention auto battle pets as inspiration, and you marked game as "Combo" game, but I can hardly see any combinations, I just get random swords, and hope it works. Even if there were special effect I cannot see how they work, so I can't plan what to do. Also for quests, I cannot even see the power of enemies, and I feel like it's up to luck would you be one-shot by random OP sword with unknown ability, or attack worst 3/3 sword and get only 200 coins and piece of wood.

I read other comments, and the are less or more saying the same things as me. My suggestions are to look game with similar mechanics, and see what they do. I suggest idle games from kongregate. Also I suggest you checking Swords & Souls: Neverseen that is a very good game , which make players hype to battle after hard training. For idle games it's about grinding for something which you know it's OP but you can't reach it easily. You must make player have clear goal in mind which needs to be reached, so player will be happy after reaching, rather than just having random battles.

Submitted(+2)

This is awesome! Great work! :D

Developer(+1)

thankyou for playing!

Developer

Thanks for playing <3 !

Submitted (2 edits) (+2)

The game is really fun! Even now while writing this review, I still have the game open and am trying to get more swords. It is one of the more complete games I have tested so far, I will start off with the good stuff, before moving on to what’s bad and some ideas.

What I liked

Firstly, I really liked the relaxing BGM as well as the sound effects for many things, such as button clicks, the dice rolling etc. Only thing I would change is exchanging the Upgrade Sword sound effect with the money gained sound effect after a battle. The sound effect played when the coins fly off the screen sounds a lot like hammers on an anvil, which I feel would fit the Smithy more.

I really loved the variety of swords and the fact that you can combine different parts of it to make different swords. This adds endless content, as you simply need to add more parts and you’ll have a larger and larger variety each time. The enchanted and unique variations only serve to add even more variety to the already huge variety.

The general art style of the game is really nice, I love how detailed the rocks at the bottom of the game looks. I love the background moving slowly, and the swords dancing around while you sit at the menu (especially the baguette). I also liked how the sky colour matches the itch page’s background so it blends in at some parts. The UI also looks really clean. For the most part, the art seems like something I would expect from a fully completed game, not a 2 week prototype.

The core gameplay loop is really fun, the ability to expand your army, fight different enemies, test different sword combinations makes the game fun for quite awhile. Though there are definitely areas to expand on here, which undoubtedly would have taken longer than 2 weeks.

Bugs and what could be improved

Let’s start with a minor one first, opening the settings menu while in the initial starting dialogue causes the chat box to be half covering the Settings menu.

At the quest board, when I accept a quest, it simply disappears. There is no clear way to re-view the quest I accepted. A quest list, or a “Accepted quest” popup would be helpful in telling me I have the quest. Also something which I don’t know is intended or not, but the dancing swords are hidden behind the quest board. I feel it would look better being in front of it, considering it would only cover the bottom-most part, and with how the quest board doesn’t have any updated visuals upon accepting a quest, it seems like it would be fine being in front.

When battling, I initially didn’t know what the dice roll meant, but understood that it was the turn order pretty soon after. When the sword attacked, there was no visual or audio feedback for how much damage is dealt or which sword got hit. A damage indicator and an animation on the sword that got hit would be a good way to display this. I also don’t understand the chest I have to click on at the end, as all it currently does is make the “Back to town” button show up. Is the sword piece supposed to come out of it instead of already being displayed above it?

For the Smith area, when I first started the game, I was very confused on what each part actually does, when clicking on the parts, or even upgrading the swords, it does not display what stats it gives and whether it was an upgrade or downgrade. A tooltip or stat display would really help. Initially, I actually thought the “None” sword was a type of sword and replaced parts of a sword with it to test if it would give better stats. I’m not sure if this is intended, but the sword dancing in the menu does not update if a weapon is upgraded in the Smith area, it only updates if I return from a battle.

Similarly, for the Army area, there is also no way to see each sword’s stats. I can’t tell which sword is better or worse without swapping it into my army, going in battle to test it out and potentially losing. Also, I can’t tell if the placement of the sword affects anything, if it does, a hint would help. If it does not, it might be worth removing the option of swapping sword order around.

The swords have different upgrades like Pierce, Heavy, Cleaving, Reckless, Vicious. But I have no idea what it actually does. Some of them I can kind of guess, like cleaving might hit multiple enemies, heavy might roll a lower die but do more damage etc. But I feel a way to display these stats would be good.

Lastly the shop, for some odd reason, I could not sell any item at all if my inventory was full. I also realised later on that this was the only place I could see the stats of individual parts of the sword, but I still couldn’t see the stats of a fully completed one.

Earning coins feels a bit too easy currently, making powerful items like the Katana upgrade almost trivial to buy early on.

Some ideas and suggestions

Considering you had inspiration from Tinker’s construct and Super Auto Pets, both of which I have played and experienced before, I feel that you could split the sword more. Currently, the sword is split into the hilt and blade, but I feel you could do it like in Tinker’s construct, whereby you split it into handle, guard and blade. This gives your game more variety, and you can split the current hilt assets into two parts.

In super auto pets, position matters because each pet has a unique ability to affect neighboring pets. If sword order matters here (for buffs or combos), consider showing when these abilities might trigger.

A way to gauge the quest difficulty would be great. As the more I play the game, the easier it gets for me to recognise the silhouettes of the different swords and gauge how hard the battle will be. But when first starting out, I feel it’s pretty hard to tell when you’re going against a tough battle, as you simply see “Hunt 1 Sword”, but it could easily be a 20/20 sword. Either a way to display that the enemy is too hard for you, or a general difficulty of the enemy would be good.

A way to use up the extra sword souls you have after you get a full inventory would be good, maybe to exchange for coins. The shop would also do well with a way to refresh the current stock, maybe for a cost of coins.

Last but not least, I’m obligated to ask for more Bread swords. Please also buff the baguette.

Developer(+1)

Oh my, first off this is most likely the biggest piece of feedback I ever gotten on itch.io. :o

As for responding I think it's best to take fragments and put "dev notes".

> the initial starting dialogue causes the chat box to be half covering the Settings menu.

I'll add that to the bugtracker, thanks for reporting.

> At the quest board, when I accept a quest, it simply disappears. 

Common feedback we got here was to immediately make quests go into battles, this is something we added ready for the update.

> A damage indicator and an animation on the sword that got hit would be a good way to display this.

100% Agree, we need to add more feedback and juice there!

> Is the sword piece supposed to come out of it instead of already being displayed above it?

yes, crunch + 2 devs & working at 6am made us overlook it.

> A tooltip or stat display would really help.

I agree, we only managed to get it to show in the shop menu & battle, we made a wiki to combat it slightly but it needs to be ingame.

> the sword dancing in the menu does not update if a weapon is upgraded in the Smith area

Town & Smith were made by both me & ducky respectively the components didn't trigger eachothers re-render key properly, I'll add this to the bugtracker. 

>  Army area, there is also no way to see each sword’s stats

Main issue here was finding a way to display stats that didn't rely on hover or right clicking as we really want to keep mobile support.

Also ties in the general stat display issue.

> Also, I can’t tell if the placement of the sword affects anything

Swords (depending on abilities) attack different placements, most attack the closest sword to them, so the first blade you have should be tankier, something like the crystal hilt has very low hit chance but a big health pool, something, something like the base katana blade has an initiative boost but lower health, meant as more of a glass cannon. Placements *do* matter, but balancing it more is needed for sure!

> But I have no idea what it actually does. 

Ties in the the general stat display issue, wiki helps a bit with it but its merely a crutch.

> I could not sell any item at all if my inventory was full. 

onClickBuySell, if you are a programmer you can guess what happend there... xd

But yes, this is a known bug, we checked for a full inventory before doing the isBuying check and this caused that to happen. Late night programming am I right :P

> Earning coins feels a bit too easy currently

In hindsight we should have made the money you earn logarithmic scale, its currently 10% of your enemy's shop worth,

In a 5v5 that adds up a lot, should also check to make it scale based of team-size difference, so it would reward people for trying more risky fights like a 3v5.

>  I feel you could do it like in Tinker’s construct, whereby you split it into handle, guard and blade.

This is something I liked too, but our artist did not want to overscope that during the jam, we settled for effects but I would love to split the handles into guards & hilts.

> As the more I play the game, the easier it gets for me to recognise the silhouettes of the different swords

This level of game knowledge is what we tried going for, rewarding the player for observing the quests, the quest board itself will never go above 3 points BST compared to your own team, each battle 1 quest gets removed from the board and updated, so there should always be beatable quests on the board for sure.

> A way to use up the extra sword souls.

Initially we wanted sword souls to be a lot rarer, but because its a jam game I decided last minute to make them a 30% droprate instead of 5% because we really did not want people dropping out without seeing some core mechanics, ( thats also why we gave the player a soul and some gold initially )

> Please also buff the baguette

Baguette is currently meant as a mid-game tank, we put a lot of its stats and values at 7 just because,

How would you like to see it get buffed? 


Thanks for playing & leaving great feedback! Much appreciated and hope the dev-notes are clear. :D

Submitted(+2)

Other than a couple hitches here and there that are clearly from the time crunch, this was a surprisingly engaging piece. I'd have loved some damage numbers, the ability to see what the effects do, the ability to see what the effects do on the same screen as applying them to a weapon, those sorts of things. But even without those, I played til I had 15 blades. Just a REALLY engaging premise.

Developer(+1)

Thankyou so much for playing and giving feedback! Damage numbers do seem very interesting an idea, I’d love to see number go big haha

Developer

Thanks for playing! 

Damage numbers and visible ability's everywhere is something I really want to add to the game, we have a wiki but its not the same as ingame data :P 

Submitted(+2)

For some reason, I am spending at least half an hour with this game and I don't really know why... Jokes aside, this is an interesting little game. On the one hand, the game has a lot of places needed improvement, but on the other hand, it's very additive.

Anyway, for some criticism, the stats never progress, and thus changing builds is not really necessary. This is really a shame because it is what this game is actually about (customising swords). The game also feels quite slow due to a lot of button presses required to start a battle, which includes finding a quest to fight (which is 2 clicks per quest), going back and pressing start battle, the is also a slight delay between the hitting animation and actually deducing health, etc. The hurts the pacing quite a bit and I am sure there are ways to mitigate it.

Anyway, this is still a solid entry and as I have said at the very first part of this comment, I am really enjoying myself with this game, so I'd say its a job well done!

Developer(+1)

Thankyou so much for your feedback and playing our game!  We will definitely need to rebalance this after the jam as the build should feel much more customisable, unfortunate we ran out of time to do more with it. I hope you still were able to build up a solid team of your favorites!

Developer

We already have an update ready that straight up takes you to battle after accepting a quest to eliminate a lot of extra button pressed :P

We will see what we can do to more properly balance the parts & stats, same with animation timers.

Thanks for playing & Glad you enjoyed it!

Submitted(+2)

This was very neat! I love the concept, and making swords was versatile and fun. Well done!

Developer(+1)

thankyou for playing!

Developer

Thanks for playing! <3

Submitted(+2)

We demand multiplayer!
We means me.. ):

Developer(+1)

Fun fact, "streetpass-like" multiplayer almost made it with the ability to export your team and drag other peoples teams onto the quest board.

Submitted(+2)

The pixel art in this game is beautiful. I love the background, and especially the clouds. The swords also look powerful and awesome! In the sound department, the music helps to give a relaxed feel to the game while the sound effects help with immersion. 

Regarding the menus, the mechanics of each one of them is explained well! 

The story is emotional, and the sword collecting aspect that follows it is quite interesting! I spent close to an hour fighting and collecting parts, making a sword army that satisfied me. I really liked the fact that we can find parts that already come with beneficial effects, and that we can put an aura on these parts without substituting the effect that came with the piece. Really makes you feel like that sword is  s t a c k e d  up.

The others have said a lot of the things that I'd say, like having floating damage numbers when dealing/receiving a hit, in-game descriptions of effects, among other things. It's interesting to think of things that could be implemented in the future, though. Maybe quests with boss battle-ish sword fights? 

Also, I played this game on my phone, and it worked perfectly. This game is really really solid. I enjoyed my sword-collecting experience. Good work!

This is how my collection looked by the end. I'm a big fan of the bread "dagger", myself. It's not very good during battle, though...

Developer(+1)

Thankyou so much for playing and providing feedback! I hope later version of the game it’s possible to balance more for bread (or other) swords to be viable for endgame! Thankyou for sharing your collection with us!

Submitted(+2)

It was a fun game with cool swords! Sometimes, when you're upgrading, the exit button goes off the screen, like when you add something to the upgrade

Developer(+1)

Thanks for playing!

We are aware of the overflow issue that randomly happens, seems to be caused by a CSS conflict when uploading to itch, but we are working on a compatible fix to upload post jam. :D

Still thanks for reporting <3 

Submitted(+2)

Looks great and I like the autobattler mechanics, but I encountered two issues:
- After a while my inventory was full and I couldn't sell anything in the shop, even after saving and reloading it wouldn't sell any of my items, which also meant I couldn't buy anything (web build, Firefox)
- A lot of the keywords would benefit from a tooltip, or a manual that tells you what they do. As funny as "delicious" is as a trait for a sword, I have no idea how it affects my build

Developer(+1)

Thanks for playing!

The issue you mentioned is known, fix for it below : 

Because its a buy/sell button we ended up having a bug where we check "fullInventory" before "isBuying" the way to get around it is to upgrade a sword once to get a free inventory slot so you can sell again. Sorry for the inconvenience the crunch was real. <3 

We want to get all stats in each menu similar to the shop, but we have a wiki

Delicious is a self-heal ability :) . 

Submitted(+2)

Thanks for letting me know, of course jam games will have a few bugs, but it's nice to see that you have a wiki that you could maybe integrate into the game if you choose to keep working on this project.

Developer(+1)

Plan is definitely to include all stats everywhere for sure! :D

Wiki is an in-between solution now that we are unable to update until the jam is over.

Submitted(+2)

Combining swords is very satisfying. Also, I am very impressed that your team managed to put together a wiki page. On a side note, I feel like this would be considered racism in the world of swords, just saying.

Developer(+2)

Thanks for playing! <3

Luckily the swords all see each other as equals :P

All their souls come from the same origin.

Submitted(+2)

love it + addictive lol

Developer(+2)

Glad you liked it :D

Submitted(+2)

I wonder if you know those adventure quest games, I got those good vibes playing this game. The mix-and-match mechanics of the swords was a superb idea, it was very fun getting to collect all the parts and discover new weapons. I did have one issue with the shop being unable to sell parts at one point, which seemed to fix itself when I came back to the shop later. I would like a more detailed description (in-game) of what each attribute does. I think quests board should have an easier list to view (and perhaps the base reward offered) so we can select quests better - it's a bit tedious to open each one and guess which is the best quest to take. The chest animation at the end of battle was nice, although I think the drop reward should show up just after the animation plays (a bit more immersive that way). My favorite animation in the game was probably the lantern 😁. For the sword animations, watching them rotate and scale was a nice touch - I'm impressed you could do that with engineless without hurting the details of the pixels. My mouse used to play the game has a back button, and I accidentally hit it - and that took me away from the game page 🤣but fortunately the game saves the progress. There were a few loading issues where the game screen was black with the music playing, had to refresh a couple times for it to load. But anyway, I had a lot of fun and this was an awesome take on the theme! I wrote a lot of feedback, hopefully it will be useful to you for your future games!!

Can't wait to see what you'll make next, well done!!

Developer(+2)

Thankyou so much for playing and providing feedback! May I ask what your favorite sword/team was?

Submitted (4 edits) (+2)

I enjoyed this blade the most, it reminded me of swords from other games like the "blood sword" from Final Fantasy - as well as the sparkly effects! That was a nice touch you added in the game. Awesome work, Yutami! (edited a few times cos the sword wouldn't show up 🤣)


Developer(+2)

Ahh yes mystery itch io eating photo bug i have had the encounter myself sometimes hahaha! Thanks for sharing! I will definitely look up that sword you mentioned!

Developer(+2)

Glad you enjoyed playing!

The shop bug is known a classic case of checking full inventory before checking if you are buying / selling XD

We definitely want to see proper indicators of all stats everywhere, not just in the shop & battle, just crunch happened. For now we have a wiki , but Its mainly a crutch.

Thanks for the feedback on the UI and interactions I agree 100% we should look into those!

Black screen is a when hitting back & forward is a general itch issue I have had happen on other games too, pretty sure its for having "start game when page loads" enabled, but as our game is rather small we want to enable it for a better general UX, will try figure out if we can check blank screens to force a refresh though... 

Definitely a big thank you for the feedback & playing :D 

Submitted(+2)

Hey ! The gameplay loop was nice and i spent some time playing the game :) It could benefit from a bit more introduction on the fight, and maybe improve UI a little bit to make it clearer. I also had a bug, where i could not buy or sell anything after playing for a while. Overall, it was a fun game to play, congrats !

Developer(+1)

Thankyou so much for playing!

Developer(+1)

Thanks for playing!

The shop bug is known issue, but thanks for reporting!

Its been resolved ready for pushing when editing opens again but is a classic case of checking full inventory before checking if you are buying / selling... Haha.

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